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vcmi/server/processors/NewTurnProcessor.cpp
2024-08-28 13:03:15 +00:00

340 lines
10 KiB
C++

/*
* NewTurnProcessor.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "NewTurnProcessor.h"
#include "HeroPoolProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/GameSettings.h"
#include "../../lib/StartInfo.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/entities/building/CBuilding.h"
#include "../../lib/entities/faction/CTownHandler.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/gameState/SThievesGuildInfo.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/IOwnableObject.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/pathfinder/TurnInfo.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include <vstd/RNG.h>
NewTurnProcessor::NewTurnProcessor(CGameHandler * gameHandler)
:gameHandler(gameHandler)
{
}
void NewTurnProcessor::onPlayerTurnStarted(PlayerColor which)
{
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
gameHandler->handleTimeEvents(which);
for (const auto * t : playerState->getTowns())
gameHandler->handleTownEvents(t);
for (const auto * t : playerState->getTowns())
{
//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
if (t->garrisonHero != nullptr)
gameHandler->objectVisited(t, t->garrisonHero);
if (t->visitingHero != nullptr)
gameHandler->objectVisited(t, t->visitingHero);
}
}
void NewTurnProcessor::onPlayerTurnEnded(PlayerColor which)
{
const auto * playerState = gameHandler->gameState()->getPlayerState(which);
assert(playerState->status == EPlayerStatus::INGAME);
if (playerState->getTowns().empty())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
gameHandler->sendAndApply(&pack);
}
else
{
if (playerState->daysWithoutCastle.has_value())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = std::nullopt;
gameHandler->sendAndApply(&pack);
}
}
// check for 7 days without castle
gameHandler->checkVictoryLossConditionsForPlayer(which);
bool newWeek = gameHandler->getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
if (newWeek) //new heroes in tavern
gameHandler->heroPool->onNewWeek(which);
}
ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool newWeek)
{
const auto & playerSettings = gameHandler->getPlayerSettings(playerID);
const PlayerState & state = gameHandler->gameState()->players.at(playerID);
ResourceSet income;
for (const auto & town : state.getTowns())
{
if (newWeek && town->hasBuilt(BuildingSubID::TREASURY))
{
//give 10% of starting gold
income[EGameResID::GOLD] += state.resources[EGameResID::GOLD] / 10;
}
//give resources if there's a Mystic Pond
if (newWeek && town->hasBuilt(BuildingSubID::MYSTIC_POND))
{
static constexpr std::array rareResources = {
GameResID::MERCURY,
GameResID::SULFUR,
GameResID::CRYSTAL,
GameResID::GEMS
};
auto resID = *RandomGeneratorUtil::nextItem(rareResources, gameHandler->getRandomGenerator());
int resVal = gameHandler->getRandomGenerator().nextInt(1, 4);
income[resID] += resVal;
gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_FIRST, resID);
gameHandler->setObjPropertyValue(town->id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
}
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
{
income += state.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
income += state.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * state.getTowns().size();
}
if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
{
bool hasCrystalGenCreature = false;
for (const auto & hero : state.getHeroes())
for(auto stack : hero->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;
for(const auto & town : state.getTowns())
for(auto stack : town->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;
if(hasCrystalGenCreature)
income[EGameResID::CRYSTAL] += 3;
}
TResources incomeHandicapped = income;
incomeHandicapped.applyHandicap(playerSettings->handicap.percentIncome);
for (auto obj : state.getOwnedObjects())
incomeHandicapped += obj->asOwnable()->dailyIncome();
return incomeHandicapped;
}
SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance * t, EWeekType weekType, CreatureID creatureWeek, bool firstDay)
{
SetAvailableCreatures sac;
PlayerColor player = t->tempOwner;
sac.tid = t->id;
sac.creatures = t->creatures;
for (int k=0; k < t->town->creatures.size(); k++)
{
if (t->creatures.at(k).second.empty())
continue;
uint32_t creaturesBefore = t->creatures.at(k).first;
uint32_t creatureGrowth = 0;
const CCreature *cre = t->creatures.at(k).second.back().toCreature();
if (firstDay)
{
creatureGrowth = cre->getGrowth();
}
else
{
creatureGrowth = t->creatureGrowth(k);
//Deity of fire week - upgrade both imps and upgrades
if (weekType == EWeekType::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, creatureWeek))
creatureGrowth += 15;
//bonus week, effect applies only to identical creatures
if (weekType == EWeekType::BONUS_GROWTH && cre->getId() == creatureWeek)
creatureGrowth += 5;
}
// Neutral towns have halved creature growth
if (!player.isValidPlayer())
creatureGrowth /= 2;
uint32_t resultingCreatures = 0;
if (weekType == EWeekType::PLAGUE)
resultingCreatures = creaturesBefore / 2;
else if (weekType == EWeekType::DOUBLE_GROWTH)
resultingCreatures = (creaturesBefore + creatureGrowth) * 2;
else
resultingCreatures = creaturesBefore + creatureGrowth;
sac.creatures.at(k).first = resultingCreatures;
}
return sac;
}
RumorState NewTurnProcessor::pickNewRumor()
{
RumorState newRumor;
static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(gameHandler->gameState()->map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
int rumorId = -1;
int rumorExtra = -1;
auto & rand = gameHandler->getRandomGenerator();
newRumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
do
{
switch(newRumor.type)
{
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
gameHandler->gameState()->obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
break;
}
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
break;
}
case RumorState::TYPE_MAP:
// Makes sure that map rumors only used if there enough rumors too choose from
if(!gameHandler->gameState()->map->rumors.empty() && (gameHandler->gameState()->map->rumors.size() > 1 || !gameHandler->gameState()->currentRumor.last.count(RumorState::TYPE_MAP)))
{
rumorId = rand.nextInt(gameHandler->gameState()->map->rumors.size() - 1);
break;
}
else
newRumor.type = RumorState::TYPE_RAND;
[[fallthrough]];
case RumorState::TYPE_RAND:
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
rumorId = rand.nextInt((int)vector.size() - 1);
break;
}
}
while(!newRumor.update(rumorId, rumorExtra));
return newRumor;
}
std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
{
for (const CGTownInstance *t : gameHandler->gameState()->map->towns)
{
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
return { EWeekType::DEITYOFFIRE, CreatureID::IMP };
}
if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
return { EWeekType::NORMAL, CreatureID::NONE};
int monthType = gameHandler->getRandomGenerator().nextInt(99);
if (newMonth) //new month
{
if (monthType < 40) //double growth
{
if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
{
CreatureID creatureID = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
return { EWeekType::DOUBLE_GROWTH, creatureID};
}
else if (VLC->creh->doubledCreatures.size())
{
CreatureID creatureID = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, gameHandler->getRandomGenerator());
return { EWeekType::DOUBLE_GROWTH, creatureID};
}
else
{
gameHandler->complain("Cannot find creature that can be spawned!");
return { EWeekType::NORMAL, CreatureID::NONE};
}
}
if (monthType < 50)
return { EWeekType::PLAGUE, CreatureID::NONE};
return { EWeekType::NORMAL, CreatureID::NONE};
}
else //it's a week, but not full month
{
if (monthType < 25)
{
std::pair<int, CreatureID> newMonster(54, CreatureID());
do
{
newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
} while (VLC->creh->objects[newMonster.second] &&
(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
return { EWeekType::BONUS_GROWTH, newMonster.second};
}
return { EWeekType::NORMAL, CreatureID::NONE};
}
}